Im actually only getting about 24fps on my pc with 1060gtx when the scene is fullscreen, I was just looking at the editor window before which is of course much smaller than the full screen pixel amount.
Very cool. Just an idea to try: In the world settings, you can turn up the amount of skylight bounces to 10 and see how the scene would react, no need for more, since its point of diminishing resturns
Amazing scope of talent/skill, congratulations indeed :+1: Can't imagine the amount of work put into this, over the time you've worked on it and I can well imagine Disney wouldn't be averse to it's sheer level of quality, either.
If you're baking lightmaps, the UV has to be all inside, generally with no overlaps. If you're transform bound (vertex count is limited) then you can reuse the lightmap UVs for your tiled textures, by setting the tiling amounts in the shader.
you cant have one polygon for every leaf. you need to figure out how to make it work with more than one leaf per polygon. or then you'll need to up the size of the leaves and lower the amount.
Okay solved the issue. I gave the projection cage's push-amount one tiny click upwards and they dissapeared. It had nothin to do with overlapping issues but seemed more like a glitch. Over and out...blip...blip...
@Froyok although you mentioned to wait a few minutes, when I do wait, how long should be the maximum amount of time that I should wait before I consider that something might be wrong with the material?
ok 1 more noob question just to clear it off. Optimizing the mesh to a decent amount and using that as low poly works fine? thanks fr your time man you have been very helpful
Hey thank you for your comments, started to get little bit more confident as i am learning a huge amount. Still suck at constantly checking references. Any more Critique on the actual heads will be great
Oh, I just noticed you light a area with one single light source. You should start with having one light for each light source and then go one adjusting volumes, amount of lights and so on.